Limitless Worlds

Monday, April 29, 2013

One of the parts I love about B&T is the templates, which are a really cool way to spice up some monsters. However, I'm sure you can perform some overkill by smashing them all on there. So let's do that.

Here, I present the Legacy of Kur!

Our monster of choice will be a lizardman named Kur. Proud, feral and somewhat adorable. He's a medium humanoid with average intelligence, 2 HD, 13 AC and a bite attack.

For the first template, Kur ran into a bit of trouble and got himself turned into a zombie. He loses his ability to use a weapon, and instead gains a 1d6 damage slam. His speed goes down to 20, but he does become resistant to blunt weapons!

Next, Kur stumbles into some radioactive waste, making him grow in size! We are gonna throw the giant template on him, but with only one size increase. So he is now up to 4 HD, and both his bite and slam increase to 1d8 damage.

Next, he catches the eye of an evil god, who instills him with fiendish power to become a half-fiend! He becomes an outsider and sprouts serpentine wings, allowing him a movement of Fly 40. His armor class goes, which dropped to 12 on account of him losing his ability to use a shield when he became a zombie, goes back up to 13. He also gets an additional claw attack at 1d8 (rules are a bit unclear here, so I'm just giving him that). He also gets about 4 (!) special abilities, which include: a tail whip that deals 1d4 damage and inflicts type 2 poison, telepathy and the ability to use tongues, a 30-ft. aura of fear and the ability to cast one 2nd level cleric spell at will, which will be sound burst.
Then, unable to catch a break, our giant half-fiend zombie lizardmen encounters strange magics and becomes elemental! Fire elemental, to be exact. His attacks deal an additional 1d6 fire damage, his can breathe a 20-ft. cone of fire three times a day that deals 3d6 damage, and he is immune to fire.

Eventually, this uber being now contacts Cthulhu and gains psionic powers, which eventually make him powerful enough to be worshiped as a god in his culture. His intelligence changes to high, can use precognition three times a day, can use shield once per day, can use empty mind three times a day and can use mind thrust three times a day.

An unlucky average lizardman, Kur is now being worshiped as the god of misfortune by the local lizardman tribe. Standing almost 15 feet tall, his skin is decaying and looks charred, with licks of flame coming off of it. Demonic horns sprout from his head and four draconic wings sprout from his shoulders. Psionic runes also permanently circle around his head. Kur is satisfied to be worshiped as a living god after all he has been through, having his choice of food, wine and women, while also satisfying his blood lust through constant warring with humans.

Kur projects an aura of fear out to 30 feet, and can breathe a 20-ft. cone of fire three times a day that deals 3d6 damage (reflex save for half). He can also let out a mighty roar at will, identical to the sound burst spell.

Sunday, April 28, 2013

I decided to write up what the core classes, including psionic classes, are often doing in my Astoria setting. There are a few mentions of organizations and factions, as well as some locations such as the Warpits.

Assassins - In the relative peace of Astoria, assassins are no longer needed to eliminate nobles or kings. However, that does not mean they are useless. Church infighting can cause a high-ranking priest or two to end up dead, and there is always money in private contracting and gang activities. Many assassins are associated with, either directly or indirectly, with Arbum's Hand, an elite assassin's guild that disguises itself as a cult of the death god.

Barbarian - Large tracks of land remain unexplored and wild after the Shattering, and many towns that have been cut off from trade routes have reverted to hunter-gatherer instincts. Barbarians are the warriors of these proto-tribes, and most dwell either in the harsh Wraithlands of the Sapphire Bastion or the thick, steaming jungles of the Primal Forest in the Alexandrite Bastion. There has also been a recent influx of pirate raiders along the Amber Coast, pillaging in their wooden ships with dragon prows.

Bards - Cities are spread apart in Astoria, often built in or around the ruins of the Elder Civilizations. Someone needs to ferry news between them, and the Bard is the perfect candidate. The bard's stories of adventure, court intrigue and danger are always welcome in any mead hall, inn or town square throughout the country. Many are members of the Venture Guild, hoping to go on dangerous quests to add to their repertoire of songs and tales.

Cleric - Gods are all too real in Astoria, though they have remained relatively distant since they formed the world. A major shrine, church or temple to one gods exists in almost every city and town, and each is attended by one or more clerics. The main church, called the Church of the High Lords, is less of a real church and more of a demilitarized zone for opposing priests. Even the demoniac cultists of Karamog can find a warm bed and meal in one of the Tetradecons that the Church operates out of.

Druid - Druids play a major role in the untracked wildernesses, and even more so with races such as the elves or lizardfolk. They operate in circles, one for each major wilderness in Astoria, but there is no Grand Druid or discernible organization amongst them. Druids make it there mission to tend to the wilds of the country, while keeping people safe from its dangers.

Duelist - Roguish bandits and fighters, duelists are only slightly more tolerated than thieves. Many make their living as corsairs or mercenaries, as few would want a duelist in a town guard or army. Many join up with the Cobalt Blades, the best mercenary league around. There they will find coin, drink and women to meet their fill

Fighter - Fighters are the most diverse lot throughout the bastions. They may be a Hold Guard, a gladiator in the Warpits of the Grand Maw, a mercenary for the Cobalt Blades, the leader of an army or a simple adventurer. Wherever you go, you will find fighters willing to lend a blade and their bravery

Magic-User - Magic is everywhere in Astoria, with the inherent energy of the crysts helping it along. Magic-users are alchemists, artificers who study monoliths, elementalists, wild mages or just pure magicians who focus on scholarly pursuits. Almost all magic-users learned their craft from the Scholia Arcana, a network of magic schools dotted around the country, with the enormous main campus being located in the heart of Phalanx. Magic is mysterious, but few people fear it anymore.

Psion - Crysts are not only magical, but psionic in nature. Thus, the psion can thrive throughout the lands, and they are often accepted just as well as magic-users are. Despite this, very few psions exist, mostly because the art of psionic powers is much more difficult to manifest than learning magic. Those that do usually work for the Observers of the Veil, where they are officially registered as mandated psions. Those who are not registered are known as "rogues" and are looked down upon by their brethren as being wild and dangerous.

Monks - At least one major monk school exists in each Bastion, though the training and mental preparation often leaves many initiates in the lurch. The absurd focus and tenacity of the monk leaves people to believe they may be marginally psychic, which would not be too surprising. Still, these bare handed brawlers are often more independent than fighters, usually choosing to wander the world in order to find their personal enlightenment.

Paladins - Paladins often find their living as defenders of noble houses, or even the active military of some influential gods. Some simply wander the land, dispensing justice and smiting the wicked. Others head armies, and it is not strange to see a platoon of paladins on any major battlefield.

Ranger - Rangers are pretty well off in Astoria, plunging through its deserts, swamps, forests and arctic wastes. They make their living as hunters and trappers, or maybe pathfinders or caravan defenders. Some are simply scouts, and some have made it their mission to not just live in the wilderness, but to protect it, much like a druid.

Sorcerer - Unlike magic-users, very few sorcerers are part of the Scholia Arcana. Their magic is seen as strange, and perhaps even demonic and untamed. Regardless, some of the most praised magicians in Astorian history were sorcerers. Sorcerers are often more prone to adventuring and exploring than their magic-user cousins, always looking for a new spell, magic item or monolith to claim.

Soulknife - Soulknives rarely associate with the Observers of the Veil, and when they do it is usually only to slay aberrations. Soulknives often find better coin in assassin or military missions, so quite a few are present in both the Cobalt Blades and Arbum's Hand. Many soulknives dream of planar traveling, trying to eliminate the threat the Veil of Darkness constantly poses to the multiverse.

Thief - Thieves are both the most mistrusted and the most important people in the country. While often seen as common pickpockets, murderers and con artists, few go into the numerous ruins of Astoria without a trusty thief to navigate them around traps and locks. Some thieves align themselves with the House of Daggers, an organization that focuses more on Robin Hood heroics than the banditry commonly associated with the scoundrels.

Wilder - Like how the druid is a primal priest, and the sorcerer a primal mage, so the wilder is the primal psionicist. Most wilders discover their powers naturally, often to damaging or dangerous effects. Many are outcasts from their homes, seen as freaks or possessed. Some wander, some become mercenaries and some join the Observers. The life of a wilder is often lonely and full of hardship

Warminds - Warminds are quite versatile characters, often sharing the same kind of professions available to any other fighter. Many join the Cobalt Blades or the Observers, while a select few, called the Wanderers, travel the countryside looking for hopeful students to train in the way of psionics.

Sorry for the lack of Setting Saturday, didn't really have too much to write about. However, I know present you with a grand list of everything in Psionics of Lore, which is about 1 edit away from being finished

Thursday, April 25, 2013

And we are done with the Lords! Here we have not Yan-C-Bin, but Whorl. Whorl's biggest boon is his constant invisibility, but if you can get past that, he is actually the weakest of all the Lords. He's not immune to much, doesn't have too many spells, and he has the lowest health of all of them. Still, that makes him a force to contend with.

What's next? I liked creating these dudes, but adapting monsters is kind of boring. I much more like making original ones. I was recently reading Rise of the Runelords for Pathfinder, and I think it would be cool to have some Lords of Sin or something. Look forward to that soon, possibly!

Whorl the Tempest, Lord of Air

Large Elemental, Chaotic (NE), Super Intelligence; Unique

HD 19 (90 HP)

AC 22

ATK 2 slams (2d10)

MV Fly 120

SV F 3, R 3, W 3

XP 9,500 (CL 22)

Whorl is the Lord of Air who lives in a palace made of solid
wind on the Elemental Plane of Air. He is almost always invisible, but when he
picks up debris in his form, he looks like a monstrous maelstrom with a
demonical face forming from the clouds. Whorl has vicious mood swings, much
like Riptide, but he is generally scheming and full of secrets. He loves deceiving
and double crossing people, giving him the nickname of Whorl the Mistrusted. He
can speak Abyssal and Air Elemental.

The violent winds that Whorl always gives off grants flying
creatures a -2 to their fighting and damage rolls against him. Whorls slam
attacks are usually full of debris, and anyone hit by one of these attacks must
make a Fort save or be stunned for 1d6 rounds.

Whorl can transform himself into a whirlwind, just like an
air elemental can. The vortex is 10 feet wide at the base, up to 50 feet wide
at the top, and up to 80 feet tall. Anyone sucked in takes 3d6 damage per
round.

Whorl is immune to any air-related effects, such as strong
winds or air-related spells or powers. He can choose to drop this protection as
a free action. Whorl is also naturally invisible at all times, even while
attacking. He can choose to pick up debris as a free action to reveal himself.

Whorl can summon air creatures to aid him, once per day. He
can summon 1d3 large air elementals, 1d4 cloud giants, 1d4 arrowhawks or 1d4
invisible stalkers.

Saturday, April 20, 2013

I've decided to help further my custom fantasy setting along, Astoria, I will post something about my setting at least once a week, specifically on Saturday. That doesn't mean I can't post setting stuff on other days, just that I need to post something on Saturdays.

In my setting, there are fourteen major gods, with countless minor ones floating about. Here is the description for Arbum, who is the god of death, law and darkness

Not Arbum, but close

Arbum, the Judge of CorpsesDomains: Law, Death, Darkness

As long as there has been life, there has been death; and as long as there has been death, there has been lost souls. Thus, Arbum, the god of law, order, death, darkness and the afterlife, is one of the oldest gods known. When someone dies in Astoria, their spirit lingers, usually near their bodies. The spirit, unless it is powerful enough to become an undead, is soon visited by Arbum.

Arbum appears much like a wraith, albeit with a few differences. His skin is completely pitch black and hairless, and the only facial features that are recognizable are his piercing, white eyes. His upper body is fully formed, but everything below his waist trails off into smoke, which makes him float above the ground. He wears a pure-white breastplate, and carries a bastard sword in one hand.

When Arbum judges a soul, he removes and examines one of the soul's eyes. Astorians believe all of your sin is etched into your eyes when you commit it, thus prompting the term "cutting my eyes", which is said when someone does something that goes against their usual beliefs. If the eye has little to no writing on it, the soul is sent to paradise. If the eye is etched with sin, as it were, the soul is sent to eternal punishment.

Arbum says very little, but he is extremely wise. He holds much sway over the other gods, and his decisions are always final. He is not a cruel or kind god, just merely fair.

Arbum stresses equality, judgement and wisdom in his followers, though he wishes to leave the judgment of the dead up to himself.

Arbum's symbol is a set of scales balanced on top of a skull. He is often correlated with other symbols of death, such as animals that scavenge off of carrion (wolves, buzzards, ravens), and the autumn season. He is also associated with dark colors, such as blacks, dark purples and grays Undead usually view Arbum as their patron god, though they are technically always in active defiance of his wishes.

Tuesday, April 16, 2013

Sorry I haven't posted one of these in a while! Today, we have not Olhydra, but Riptide! Riptide is perfect for a heavy naval battle; I can just imagine her running around, ramming and flipping over ships while the heroes frantically try to stop her!

Riptide the Deluge, Lady of Water

Image from wizards.com

Huge Elemental, Chaotic (NE), Super Intelligence; Unique

HD 20 (100 HP)

AC 22 (+1)

ATK Slam (2d12)

MV 30 (Swim 120)

SV F 3, R 3, W 3

XP 10,000 (CL 23)

Riptide is the Lord (or, more specifically, Lady) of Water,
and she lives in a ruined castle made of black coral in the Elemental Plane of
Water. She often appears as a monstrous wave with a humanoid face within its
churning waters. She is quite creative and subject to her own whims, going
through moods of calm and rage in a matter of minutes. These mood swings can
make her quite dangerous. She can speak Abyssal and Water Elemental.

Riptide also gives off a 10-ft. radius of moisture which
puts out all open flames within the radius. She can also automatically dispel
magical fires if she touches them, similar to dispel magic.

While in the water, Riptide can choose to swim at up to
quadruple her normal speed, ramming into a waterborne target such as a ship.
She does 2d6+15 damage to the target, and if she successfully hits a ship by a
margin of 10 (e.g. she rolls a 30 against an AC of 20), she breeches the ships
hull and it will sink in 1d10 minute. Creatures thrown about on a rammed ship
must make a Reflex save or suffer 1d10 damage. She can also flip a ship (up to
210 feet long) as an action, or hold a ship (up to 420 feet long) motionless as
an action. Ships near Riptide will only move at half speed.

Riptide can turn into a whirpool, just like a water
elemental can. The vortex is 10 feet wide at the base, up to 50 feet wide at
the top, and up to 80 feet tall. Those sucked in take 2d6 damage every round.
Riptide also gets a +2 to damage and attacks if she and her opponent are both
in water, though he takes a -4 to damage and attacks if her or the target is on
dry land.

Though Riptide is resistant to cold, she’s not immune from
it. If 20 points of cold damage are dealt to her at once, she will be slowed
like the spell.

Riptide can summon water creatures to aid her, once per day.
She can summon 1d6 tojanida, 1d3 large water elementals, 1d3 hezrous or 1d2 sea
hags.

Sunday, April 14, 2013

So originally I was not going to put the soulknife into Psionics of Lore, mostly because John Stater had made a pretty good one and I didn't want to step all over his style. However, I feel like the book is a little lacking without it.

Below is a rough sketch of what I might include as the soulknife. If you guys could give me some feedback, I'd be super appreciative. I don't know if it's too weak, too powerful, or just too boring.

A soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a shortsword. The wielder of a mind blade gains the usual modifiers to his attack roll and damage roll from their strength score.

The blade can be broken; however, a soulknife can simply create another on his next turn. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of hitting monsters only hit by magic weapons.

A soulknife’s mind blade improves as the character gains higher levels.

A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities.

A soulknife of 3rd level or higher can spend a move action to imbue his mind blade with destructive psychic energy. This effect deals an extra 1d6 points of damage to the next living, non-mindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage.

A soulknife can only imbue his weapon with psychic energy a number of times per hour equal to his Wisdom modifier.

Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.

At every four levels beyond 3rd (7th, 11th, and 15th), the extra damage from a soulknife’s psychic strike increases by 1d6.

A 4th level soulknife gets access to a few psionic powers, but they function differently than most psionics. The soulknife combines pure skill with psychic mastery, and so does not need PP and can not augment the powers. Instead, powers come in "tiers" that the soulknife can access at different levels. First tier powers can be used three times a day, second tier twice a day, and third once a day. A soulknife gets a first tier power at levels 4, 8 and 12. She gets a second tier power at level 6 and 10, and a third tier power at level 14.

I'm ditching mostly everything I've done before. I'm keeping the default setting, but all the mechanics are going out the window. The initial ones, my attempt at making it d6, my attempt at making Pulp World (though I still like that idea).

Instead, what I'm gonna do is base it off of Blood & Treasure.

Yes, that other game I post about all the time. I found a great old d20 minigame called "Pulp Heroes," and I'm gonna basically salvage it, possibly change some stuff, but it will be great.

Some things that will be changing:

1. There will be origins. These are like races, but instead are descriptors like "Patriot" and "Primitive"
2. Expanding classes out. There will be more classes, of course. The magic user and the mentalist will be rolled into one class, but I'm gonna throw in some things such as "gangster" and whatever.
3. Some new feats
4. Rules for chases and vehicle combat
5. Some pulp monsters

And other stuff I don't know about. I feel like this will be a much better game, and you can even merge it with B&T to add in some fantasy to your pulp. Why stat up zombies when they are literally right there?

Sunday, April 7, 2013

I thought it would be cool to adapt the very sweet sorcerer bloodlines in Pathfinder for Blood & Treasure. Ideally, the sorcerer picks his bloodline at first level, and then gets the benefit listed. The "generic" sorcerer would be the Destined bloodline.

A Fiendish Sorcerer

AberrantYou or an ancestor has made a deal with an aberration. Perhaps it was an aboleth, a mind eater or an Old One, but either way it has slightly corrupted you. You just don't seem "natural," though you look normal. You can cast psionic blast once per day.

Fiendish You have dealings with a creature from a lower plane, be it a demon, devil, xoac, daemon, demodand or something else. You give off an unnatural heat, and perhaps you have very small horns. You can cast protection from good once per day.

CelestialYou have made a pact, or have blood with, a creature from the upper planes. It could be an inevitable polyhedriod, angel, kherubim, archon or celestial fey. You give off an unnatural calmness, and you may have a faint halo of light around your head. You can cast protection from evil once per day.

DraconicYou have a dragon in your past. Be it gem, metallic or chromatic, their influence has made you slightly more fierce, and may also cause scant scales to appear on your flesh. You can unleash a dragon's breath once per day, which acts like cone of cold but with an energy type appropriate to your dragon background (fire for red, acid for black, etc.). The attack only does a maximum of three dice of damage.

ElementalYou have the primal blood of the elements flowing through your veins. Be it fire, water, earth or air, you are at times chaotic and may appear to be slightly aquatic, made of stone or something else. You are resistant to either fire, cold, acid or lightning. If your race already makes you resistant, you are immune to it.

FeyYou have dealt with ancient nature spirits and capricious fey. You are full of energy and spirit, and perhaps your face becomes angular like a fairy or your skin starts to look plant-like. You have the woodland stride of a druid.

UndeadYou have dealt with a powerful lich, vampire or other frightening creature from beyond the pale. As a result, you look extremely gaunt and pale, and almost always appear like you are on the brink of death. You can cast fear once per day

DestinedSome event in your past has made itself important to you. A prophecy, a curse, or just a general thrill of adventure has given you your magical abilities. Once per day, you can add a +2 bonus to any roll you make as a free action. You can add this bonus after you roll.

Deep EarthYou have dealt with strange creatures who live deep underground. Drow, driders and more are your potential sponsors, and as a result your skin looks slightly darker and your eyes become nearly milky white. You have darkvision up to 60 feet, but this allows you to also see through magical darkness once per day.

ShadowYou have made a deal with a creature from the Plane of Shadows, most likely a shadow or a shade. You look black and whispy, though your form is solid. You tend to be quite or scheme beyond closed doors. You can cast darkness once per day

Wednesday, April 3, 2013

Time to heat up the place with a bad pun! Here we have not Imix, but Cinder! This guy has a lot of fire power (literally), with the ability to cast fireball at will!

Cinder the Inferno, Lord of Fire

Image courtesy of the D&D wiki

Huge Elemental, Chaotic (NE), Super Intelligence; Unique

HD 20 (120 HP)

AC 22 (+2)

ATK 2 slams (2d6 +
2d6 fire)

MV 60

SV F 3, R 3, W 3

XP 10,000 (CL 23)

Cinder is the Lord of Fire, and he lives in a giant, active
volcano on the Elemental Plane of Fire. He appears as a 18’ tall humanoid made
of fire, his flaming face looking similar to a skull. Cinder possesses almost
infinite energy, and his brash decision making has earned him both grand
victories and devastating loses.

Cinder constantly radiates an aura of heat, dealing 1d10
fire damage per round to anyone within a 10-ft. radius of him. If Cinder hits
someone with his attacks, the creature must make a Fort save or catch on fire.
The fire burns for 1d4 rounds and deals 2d6 damage per round. A move action can
simply put out the flame. Anything that attacks Cinder with a natural weapon,
such as fists or claws, instantly catches flame unless they are resistant or
immune to it.

Cinder can shine as bright as a sun three times per day.
This shine lasts for 2d4 rounds, and dazes
anyone within 120 feet of him. This light can also cancel out supernatural darkness.

Cinder can summon fire creatures to aid him, once per day.
He can summon 1d6 large fire elementals, 1d3 efreets or 1d3 noble salamanders.

Tuesday, April 2, 2013

Here is a little bit of terrible earth demon to shake up your Tuesday evening. He's not Ogremoch, but Shale! This guy's punch damage is through the roof, doing an average of 50 - 70 damage a round!

Shale the Maw, Lord of Earth

Image from DeviantArt user murdelli

Large Elemental, Chaotic (NE), Super Intelligence; Unique

HD 24 (120 HP)

AC 23 (+3)

ATK 2 slams (5d8)

MV 30

SV F 3, R 3, W 3

XP 12,000 (CL 27)

Shale is the Lord of Earth, and he lives upon a flat-topped
mountain on the Elemental Plane of Earth. Shale rises out of the ground, his
upper body only ever exposed. His hide is rocky and sharp, and he has a giant
mouth filled with glowing green crystals. He has two monstrous arms, and though
he has no eyes, he can see. Shale is industrious, fierce and fearless, spending
most of his time rallying and bolstering his armies.

Shale gets a +2 bonus to hit enemies if they are on the
ground, though he has a -4 to hit airborne or swimming enemies. Shale can also
burrow through the ground as easily as a fish swims through water, and he
leaves behind no tunnel or path. Using move
earth on him while he is burrowing throws him up to the surface, stunning
him for 1 round.

Shale can summon earth creatures to aid him, once per day.
He can summon 1d3 large earth elementals, 1d4 xorn or 2d6 thoqqua.

Monday, April 1, 2013

I always thought the Elemental Princes of Evil were pretty cool ideas. Every other outsider seems to have a leader, such as Devil Princes or Demon Lords or even straight up gods, but it was cool to finally see a leader for the elementals.

Since I am 100% certain that the Elemental Princes of Evil have a trademark on their name, I am instead going to start presenting conversions of.... the Elemental Lords! I'm not going to stat out the Princes of Good, because they are honestly really boring.

First off is not Cryonax, but Hoarfrost! As long as you change the name, it's legal, folks.

Hoarfrost the Blizzard, Lord of Cold

Image courtesy of the D&D Wiki

Large Elemental, Chaotic (NE), Super Intelligence; Unique

HD 20 (90 HP)

AC 22 (+2)

ATK 2 tentacles (2d6
+ 1d6 cold)

MV 60

SV F 3, R 3, W 3

XP 10,000 (CL 22)

Hoarfrost is the Lord of Cold, ruling from a palace of
glass, ice and snow on the juncture between the Elemental Plane of Water and
the Elemental Plane of Air. Hoarfrost appears as a 15 foot tall simian-cephalopod
hybrid. His arms are large tentacles and his blue skin is fringed with huge
tufts of white fur. Hoarfrost may seem like he is generally unaware of the
going-ons in the planes, but he is a careful and vile schemer, one of the worst
of the Lords.

Hoarfrost constantly gives off an aura of cold that deals
1d6 cold damage every round to all within 15 feet of him, with no saving throw to
resist. Any cold attack against Hoarfrost heals him 1 HP for every 3 damage
that would have been dealt.

When Hoarfrost hits a creature with his tentacles, they must
make a successful Fort save or be paralyzed for 3d4 rounds. Hoarfrost can also chill weapon at will, as the spell,
except it affects all within a 30 foot radius of the target. Further, every
time a weapon strikes Hoarfrost, it has a 10%